Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Angritt will spend some time healing Rath. Cure Light: 1d8 + 1 ⇒ (1) + 1 = 2
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Angritt casts a spell and touches Rath whose mouth starts dripping with caustic saliva. Cast acid maw. "All right, go find one that's trying to be mean to the kitty and turn him into lunch." Handle Animal: 1d20 + 10 ⇒ (8) + 10 = 18
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Angritt tries to stand in for Rath and take a bite out of the monk. bite: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d6 + 3 ⇒ (5) + 3 = 8
tasty
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 "Dang it Rath! How many times I gotta tell you it's a bad idea to stare at the pretty lights!"
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Angritt sends Rath in to go after the red monk (provoking from both) before growing claws and fangs (totem transformation). He then takes a step in.
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 "Well, hopefully no one asks Rath for a password and if they do, I hope the password is 'Raaaaawr!'" Let's go.
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Work has been taking up most of my time these past 2 weeks. Hopefully things quiet down soon.
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Angitt starts by healing Korum with his wand: Cure Light x3: 3d8 + 3 ⇒ (4, 5, 3) + 3 = 15 Then Sinaryn Cure Light: 1d8 + 1 ⇒ (5) + 1 = 6
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Angritt moves back towards the middle of the camp. He then commands Rath to go get the other bandits to the east. Rath obeys and begins moving in that direction.
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Angritt gives the order for Rath to get the Yellow bandit. Meanwhile, Angritt "gives chase" to the one running with the scepter (double move)
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Angritt gets up and grabs his club. He then directs Rath to get up and attack the closest bandit who has a weapon in hand.
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 "I suppose we could let Rath sleep on it. Probably no one will want to reach under him and take it." "My armor is light enough and I can see in the dark, so I can watch in the middle of the night too."
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 No Rath, you cannot go fetch the ball. Angritt picks up the bat and tries to play the game. Bat: 1d25 ⇒ 17
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 "Uh, we never said we didn't know what we were carrying." Diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16 "You keep saying Zamir. We were told to watch out for someone named Zamir. What can you tell us about him?" If I had rolled low on that check I was going to say "You keep talking about Zamir. Are you looking for him too?"
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 "Things that other people sell. We're part of a caravan. Sometimes people need to sell things far away but can't make the trip themselves. That's where we come in." As far as I can tell we were sent out to be part of a caravan. We were never told to assume a cover story of being merchants ourselves.
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Survival: 1d20 + 10 ⇒ (5) + 10 = 15 "Not that I wouldn't mind a jungle trek, but wouldn't this way here along the coast be faster and save on supplies?"
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Korum of the Silver-Eyed Wolf wrote: With a nod to Angritt, "Does that thing need a leash? Last thing I need is havin' run through town, or worse, chasing something through the jungle." Angritt tugs on the training harness. "Not recommended to leave him off leash very long."
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 "Only in grunts, roars, and loud chewing noises, but stubborn is easy to read in any language." Angritt isn't the most charismatic druid, so his Handle Animal skill isn't the best. Sometimes in stressful situations Rath doesn't listen to him.
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 "Come on you! I don't care what you think it smells like in there. We're going and that is final" A grey-skinned man wearing leathers is pulling a creature into the room by the straps of a harness that is attached to it. The creature is a reptilian as tall as a full-grown man, standing on two massive legs and two ridiculously small arm-like ones near the top of its body. It looks strikingly like a tyrannosaurus, but one that is much smaller than those you'd likely heard tales of. The beast roars defiantly. "By Ayrzul's teeth you are the most childish creature I've ever known." He drags the dinosaur near the seats and takes his place at the briefing. "He's a bit of a handful, but he means well. I'm Angritt and this is Rath. We once served the Fossilized King on some forsaken rock, but when that went sideways we hitched a ride out of there with the Society. Decided to stick around for a bit and see what you were all about."
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Player Name: Michael Hallet
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 I think in almost all of the tables I've been at, the GM has just has both Angritt and Rath act on Angritt's initiative. It's just easier that way.
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Angritt enhances his companion's bite and wanders into the room. Cast acid maw on Rath.
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 You don't need to make a check to tie up an unconscious creature. The DC to escape is 20 + the CMB of the creature doing the binding. Ideally you want to have the person with the best CMB do it. (Which looks like it's me. Everyone else seems to have a +2 CMB compared to Angritt's +3.) I could just have Rath take care of him. Probably quicker than tying him up. Angritt will be happy to have Rath finish off the alchemist, otherwise he'll offer to help tie him up.
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Angritt works on healing himself and his companion. CLW (Angritt): 1d8 + 1 ⇒ (7) + 1 = 8
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Angritt fires his last enchanted stone. Magic Stone: 1d20 + 3 ⇒ (8) + 3 = 11 Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Angritt fires a second stone. Magic Stone: 1d20 + 3 ⇒ (5) + 3 = 8 Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 REFLEX: 1d20 + 2 ⇒ (5) + 2 = 7 Angritt loads his sling and fires an enchanted stone: Magic Stone: 1d20 + 3 ⇒ (9) + 3 = 12 Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 Club: 1d20 + 6 ⇒ (15) + 6 = 21 Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Neutral Oread Druid 2 (Sheet) (Equipment) | HP: 19/19 | AC: 18 (12 T, 16 F) | CMD: 16 | F: 5, R: 2, W: 6 | Init: 2 | Perc: 8 | Speed 20 |
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magic stone 1/1 | reroll 1/1 | Totem Transformation 2/2 With Rath set to his task, Angritt gives into the rage and attacks the snake as well. Club: 1d20 + 6 ⇒ (6) + 6 = 12 Damage: 1d6 + 4 ⇒ (2) + 4 = 6 |
